US6419577B1 - Semi-real time simulation type video game device - Google Patents

Semi-real time simulation type video game device Download PDF

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Publication number
US6419577B1
US6419577B1 US09/271,342 US27134299A US6419577B1 US 6419577 B1 US6419577 B1 US 6419577B1 US 27134299 A US27134299 A US 27134299A US 6419577 B1 US6419577 B1 US 6419577B1
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Prior art keywords
character
player
opposite
encountering
creature
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English (en)
Inventor
Hiroshi Okada
Takuya Nakayama
Masataka Sekiguchi
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Bandai Co Ltd
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Bandai Co Ltd
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Assigned to KABUSHIKI KAISHA BANDAI reassignment KABUSHIKI KAISHA BANDAI ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: SEKIGUCHI, MASATAKA, NAKAYAMA, TAKUYA, OKADA, HIROSHI
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    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Definitions

  • This invention relates to an improvement in a simulation type video game device in which a simulation type game is electronically executed between players opposed on a communication network using a video game device realized by a computer as a terminal device on a communication network such as the Internet, and particularly to a video game device of a semi-real time simulation type in which the time simulation operation constituting the game is an intermittent operation having a time base featuring a character encountering time that appears every character encountering period for a fixed time.
  • simulation type games such as Diabro have been heretofore extensively played.
  • This kind of game is generally restricted by (1) complicatedness of game computation, (2) an actual need to secure a larger scale game space (for example, a game room), and (3) lengthy period of game time. Due to the above restrictions (1) (2) (3) the game is usually played on a small scale by several players.
  • a video game device realized by a computer as a terminal device on the communication network such as a Internet.
  • an imaginary game space is formed on the communication network by a computer whereby an enormous number of players, based on lovers of the game, scattered in a wide range of regions, can simultaneously participate in the game in an imaginary game space where a game computing process is accomplished by a computer in an attempt to overcome the aforementioned (1) restriction of game computation and (2) restriction of the game space.
  • a game computing process is accomplished by a computer in an attempt to overcome the aforementioned (1) restriction of game computation and (2) restriction of the game space.
  • the present invention is directed at providing a semi-real time simulation type video game device which can drastically overcome the inconvenience of lengthy period of game time while maintaining the reflection of each player's strategic intention on the strategic event in an attempt of overcoming the problem of antinomy as described above.
  • the invention is intended to provide an arrangement that lessens the problem involved with the contradicting choice between the reflection of a player's strategic intention on the strategic event proceeding at real time and the acceptance of the inconvenience resulting from the lengthy delay of game time with respect to conventional game devices of the simulation type.
  • the reservation of character selection at a suitable point in time by each player is finalized to ensure an effective selection on a particular point of character encountering time appearing during every character encountering period of time, which is fixedly set in advance through a period of game time.
  • the reservation of a character encountering event candidate among players at a suitable point in time by each player defines an intermittent character encountering event.
  • a character simulation game operation between a pair of teams of characters relating to the character encountering event is executed in an effort to overcome the aforementioned “antimony” problem.
  • the presence of each player from start to finish in an actual game space in the other time zone during a period of game time which requires no reservational securement of the reflection of the strategic intention at a point of character encountering time is made unnecessary. This is done while reservationally securing the reflection of the strategic intention of each player with respect to the character selection and the character encountering event decision which constitutes a strategic event defined at a point of character encountering time appearing intermittently. In this way, there is avoided the inconvenience resulting from lengthy game time.
  • a player character selection reservation means A responsively reserves the selection of one team of player characters
  • opposing character selection reservation means B responsively reserves one team of opposite characters.
  • player character selection means C selects the already reserved one team of player characters as one team of player characters as one team of player characters to participate in the game at every point of character encountering time which appears intermittently once every character encountering time which appears intermittently once every character encountering period of time preset during the game time.
  • this opposite character selection means D similarly selects the already reserved one team of opposite characters as one team of opposite characters to participate in the game at every point of character encountering time to ensure the reflection on a strategic event, of strategic game elements in terms of organization of a team of characters reserved at a suitable point in time by both player and said opposite player as their strategic intention.
  • player character encountering event candidate reservation means E responsively reserves a player character encountering event candidate between one team of player characters input by said player and one team of opposite characters input by the one or more opposite players.
  • opposite character encountering candidate reservation means F reserves responsively the opposing character encountering event candidate between the one team of opposite characters input by an opposite player and the one team of player characters input by said player.
  • player character encountering event decision means G decides on an already reserved player character encountering event candidate to define a player character encountering event at apoint of character encountering time.
  • opposite character encountering event decision means H decides on the already reserved opposite character encountering event candidate to define an opposite character encountering event at a point of character encountering time to ensure the reflection of a player intention on a strategic event of one of the strategic game elements.
  • the strategic event can include, for example, a search route, for the purpose of character encountering reserved at a suitable point in time by said player and by an opposite player as their strategic intention.
  • player character simulation game operation means I executes a player character simulation game operation depending on a game rule between one team of player characters and one team of opposite characters which are opposed to each other in a player character encountering event decided at a point of character encountering time to calculate the results of player character simulation.
  • opposite character simulation game operation means J executes opposite character simulation game operation depending on the same game rule between one team of opposite characters and one team of player characters which are opposed to each other in an opposite character encountering event to calculate the results of opposite character simulation.
  • succeeding player character simulation display means K displays the already selected one team of player characters, the already decided player character encountering event and the already calculated player character simulation results.
  • Succeeding opposite character simulation display means L similarly displays the already selected one team of opposite characters, the already decided opposite character encountering event and the already calculated opposite character simulation results.
  • One embodiment of the invention operates as follows: One team of player characters or one team of opposite characters is divided into (1) a single “vehicle” character characterized at least by the maximum character carrying capacity (MAX) and durable force (HP) and (2) a plurality of “creature” characters characterized at least by weight (SIZE), durable force (HP), attack force (AP) and attack order, and “creative” characters are carried on a “vehicle” character so that the total weight (SIZE) does not exceed the maximum character carrying capacity (MAX) of the “vehicle” character.
  • MAX maximum character carrying capacity
  • HP durable force
  • AP attack force
  • MAX maximum character carrying capacity
  • player character encountering event decision means G selectively designates a suitable plurality of nodes out of a plurality of nodes on a background route fixedly preset on a background map to form an opposite character search route by means of tying a plurality of nodes selectively designated, further designates one out of a plurality of nodes on an opposite character search route by means of advancing on each of a plurality of nodes on the opposite character search route every point of character encountering time in accordance with the predesignated order, and decides a player character encountering event when the designated node coincides with one node on a player character search route designated by said opposite character encountering event decision means H; and similarly opposite character encountering event decision means H selectively designates a suitable plurality of nodes out of a plurality of nodes on a background route fixedly preset on a background map to form a player character search route by means of tying a plurality of nodes selectively designated, further designates one out of a plurality of nodes
  • player character simulation game operation means I further includes: (1) attack preference player character decision means for deciding an attack preference player “creature” character in accordance with the attack order of every “creature” character or that of every “creature” character position in one team of player characters and the attack order of every “creature” character or that of every “creature” character position in one team of opposite characters opposed on one team of player characters; (2) opposite “creature” character durable force update means for executing an attack from an attack preference player “creature” character on an opposite “creature” character occupying a battle position in relation to a position of the attack preference player “creature” character in one team of opposite characters opposed, and subtracting the attack force (AP) of the attack preference player “creature” character from the durable force (HP) of the opposite “creature” character to update the durable force (HP) of the opposite “creature” character, (3) opposite “vehicle” character durable force update means for executing an attack from the attack preference player “
  • the opposite character simulation operation means J further includes: (1) attack preference opposite character decision means for deciding an attack preference opposite “creature” character in accordance with the attack order of every “creature” character or that of every “creature” character position in one team of opposite characters and the attack order of every “creature” character or that of every “creature” character position in one team of player characters opposed on one team of opposing characters; (2) player “creature” character durable force update means for executing an attack from the attack preference opposite “creature” character on a player “creature” character occupying a battle position in relation to a position of the attack preference opposite “creature” character in one team of opposite characters, and subtracting the attack force (AP) of the attack preference opposite “creature” character from the durable force (HP) of the player “creature” character to update the durable force (HP) of the player “creature” character; (3) player “vehicle” character durable force update means for executing an attack from the attack preference opposite “creature” character on
  • the device operates as follows: One team of player characters comprises a single player character, and one team of opposite characters comprises a single opposite character, while another embodiment operates as follows:
  • the attack order is determined on the basis of the quickness (AGI) depending on each character.
  • FIG. 2 is a block diagram showing the constitution on a hardware in a preferred embodiment according to this invention.
  • FIGS. 3, 7 and 16 are respectively flowcharts for a program executed in the computer 2 a in the user station 2 A in a preferred embodiment according to this invention.
  • FIGS. 4, 5 , 6 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 and 17 are respectively flowcharts for the programs executed in the computer 3 a in the game management station 3 .
  • FIG. 18 is an explanatory view showing the constitution of the data base stored in a hard disk 3 e of the game management station 3 .
  • FIG. 21 is an explanatory view showing the organization of one team of characters in a preferred embodiment according to this invention.
  • a communication network 1 such as an Internet or an Intranet network
  • a communication network 1 such as an Internet or an Intranet network
  • the stations form, a party line structure where a plurality of user stations are commonly connected with a single communication channel in the shape of a so-called “moniliform tying”.
  • an exchange network of 1:N is constituted between a single game management station 3 and the N number of the user stations 2 A, 2 B, . . . 2 N radially disposed.
  • one user station 2 A is provided with a computer 2 a , a random access memory (RAM) 2 b which principally stores a program itself and secures a temporary memory in execution of the program, a hard disk 2 c for storing data base delivered and received between the game management station 3 and the hard disk 2 c , an input device 2 d provided with a conventional keyboard and a mouth to input various instruction operating signals to the computer 2 a , a CRT (cathode ray tube), and the like, and includes a display device 2 e visually displaying various information output via the computer 2 a .
  • These components are connected mutually through a conventional bus.
  • the computer 2 a is mutually connected to the network 1 via a network interface 2 g on the aforementioned bus.
  • the single game management station 3 includes a computer 3 a , a memory (RAM) 3 b which principally stores a program itself and secures a temporary memory in execution of the program, and a hard disk 3 c for storing data base delivered and received between the respective game stations 2 A, . . . 2 N, these components being mutually connected through a conventional bus 3 f .
  • the computer 3 a here is mutually connected to the network 1 via a network interface 3 g on the bus 3 f .
  • a timer 3 h connected to the bus 3 f of the game management station 3 is provided to define the character encountering time for periodic processing.
  • the computer 2 a in the user station 2 a executes a program whereby a series of jobs on the side of the user station relating to a character selection reservation process for reservedly selecting one team of characters on the player side are executed. That is, the computer 2 a starts the character selection reservation process in response to the character selection reservation instruction operation by the depression of a fixed key on the keyboard as the input device 2 d (a in FIG. 3 ).
  • the player designates a user identification code for specifying the user station 2 A operated by the user, and then places a transfer request (Request 1 in FIG. 3)
  • the computer 3 a accesses an address in an address region assigned to user information (b in FIG. 18) relating to the user identified by the process of b in FIG. 4, in the user data base (a in FIG. 18) shown in FIG. 18, to thereby read a table of a group of characters that can be used by the player operating the user station 2 A and a character position reference table (d in FIG. 18) relating to the player (d in FIG. 4 ), which are transferred to the designating user station for response (d in FIG. 4, Response 1 ).
  • Computer 3 a then terminates the transfer request response process for such tables (e in FIG. 4) to complete the transfer request response processing.
  • the computer 2 a receives the Response 1 from the game management station 3 to display on the image plane of the display device 2 e the character position reference table for specifying the team organization for a next point of character encountering time being transferred. Characters and their positions on the character and position reference table for a next point of character encountering time displayed thereon are changed by the designating operation by means of a mouse as the input device 2 to enable the selection of a new character and position reference table reservedly and to provide for the preparation of another character and position reference table for the selection reservation at a next point of character encountering time (c in FIG. 3 ). Next, the computer 2 a in the user station transmits a character selection reservation request (Request 2 in FIG.
  • the computer 3 a in the game management station 3 starts a character selection reservation process by execution of a program (a in FIG. 5) to immediately identify a user identification code relating to a character selection reservation request (Request 2 in FIG. 5) (b in FIG. 5 ). Then, the computer 3 a gets access to the address in the address region assigned to the user information (b in FIG. 18) relating to the user identified by the process in b in FIG. 5, in the user data base (a in FIG. 18) shown in FIG. 18 .
  • a table of a group of effective characters (c in FIG. 18) relating to a player operating the user station 2 A (c in FIG. 5 ).
  • the table of a group of effective characters read here is collated with a character and position reference table for the character selection reservation already received incidental to the character selection reservation request (Request 2 in FIG.
  • the character and position reference table for the character selection reservation includes characters which are not registered in the table of a group of effective characters, whether or not the number of characters exceed the maximum number in the game rules; whether or not the position of each character is against the position constraints in the game rules; and whether or not the sum total of the weight (SIZE) of a “creature” character described later exceeds the carrying capacity (MAX) of a “vehicle” character described later, to thereby determine whether or not the character selection reservation request (Request 2 in FIG. 5) is reasonable (d in FIG. 5 ).
  • the player can display, on the image plane of the display device 2 e , the present character and position reference table selected prior to the execution of the character selection reservation process.
  • a character and position reference table in connection with a group of characters organized as one team to actually participate in the battle simulation as the game element at a previous point of character encountering time, is capable of being referred to.
  • the computer 2 a of the user station 2 A executes the program, whereby the player side executes a series of jobs on the user station side relating to the team organization reference process for referring to the present team organization of characters.
  • the computer 2 a starts the team organization reference process (f in FIG. 3) to designate a user identification code for specifying the user station 2 A operated by the player, and then, the user station transmits a transfer request (Request 3 in FIG.
  • the game management station 3 receives such a transfer request on the network 1 via the network interface 3 g , and the computer 3 a thereat executes the program to execute a series of jobs on the side of the game management station relating to the team organization reference process. That is, the computer 3 a starts the transfer request response process of the present character and position reference table (a in FIG. 6) to immediately identify the user identification code relating to the transfer request (Request 3 in FIG. 6 ). Next, the computer 3 a gains access to the address in the address region assigned to user information (b in FIG.
  • the user station 2 A receives the Response 3 from the game management station 3 , and the computer 2 a displays, on the image plane of the display device 2 e , the character and position reference table for specifying the present team organization transferred thereto.
  • the team organization after the previous point of character encountering time (h in FIG. 3) to terminate the team organization reference process (i in FIG. 3) is provided.
  • the process here is executed simultaneously at a suitable point in time in another suitable user station operated by an opposite player and in the one suitable user station operated by the player, similar to the case of the character selection reservation process previously described. Then, when in the user station 2 A, a player operating the same performs a search route setting a reservation instruction as a character encountering event candidate reservation operation at a suitable point of time, the computer 2 a in the user station 2 A executes a program to thereby execute a series of jobs on the user station side relating to the search route setting reservation operation as the character encountering event candidate reservation operation with respect to the characters of one team on the player side.
  • the computer 2 a starts the search route setting reservation process in response to the search route setting reservation instruction operation by depression of a fixed key on the keyboard as the input device 2 d (a in FIG. 7) to designate a user identification code for specifying the user station 2 A operated by the player and for reserving an own character encountering event candidate. That is, the computer 2 a places on the network 1 via the network interface 2 g a transfer request (Request 4 in FIG. 7) by which a background route and a present spot occupied by a player's own team of characters on one of the nodes forming the search route are requested to be transferred from the game management station to the player's own user station.
  • a transfer request Request 4 in FIG. 7
  • the computer 3 a executes a program to thereby execute a series of jobs on the side of the game management station relating to the search route setting reservation process. That is, the computer 3 a starts the transfer request response process for a background map, a background route, a search route, and a present spot (a in FIG. 8) and immediately identifies a user identification code of the user station relating to the transfer request (Request 4 in FIG. 8) (b in FIG. 8 ). Next, the computer 3 a first gets access to the specific address region of a background map information data base (f in FIG. 18) common to all user stations shown in FIG.
  • a background map information data base f in FIG. 18
  • the computer 3 a further gets access to the address in the address region assigned to the user identified (b in FIG. 18) so that it reads the present search route (i in FIG. 18) by the player of the user station 2 A, and the present spot (j in FIG. 18) of one team of characters for the player on the search route (d in FIG. 8) to transfer and respond them under the designation of the user station 2 A (e in FIG. 8, Response 4 ).
  • the transfer request response process of the background map, the background route, the search route, and the present spot f in FIG. 8 ).
  • the computer 2 a combines, upon receipt of the response 4 from the game management station 3 , the background map, the background route, the search route, and the present spot transmitted thereto to integrate them into one map, and displays them on the image lane of the display device 2 e (d in FIG. 7 ), and further in response to the search route setting reservation operation by means of a mouse as an input device 2 d , the computer 2 a depicts a new search route in accordance with the node designation on the fixedly settable background route superimposed and depicted on the background map displayed on the display device to thereby perform setting and reservation of a new search route (e in FIG. 7 ).
  • the computer 2 a designates the user identification code of the user station 2 A, and then transmits a new search route updated by the search route setting reservation process and a setting request for a new search route (Request 5 in FIG. 7) to the game management station 3 via the network 1 (f in FIG. 7 ). Then, the game management station 3 receives such a setting request, and the computer 3 a executes a program to execute a series of jobs on the side of the game management station 3 relating to the new search route setting request response process. That is, the computer 3 a starts the new search route setting request response process (a in FIG. 9 ), and then identifies the user identification code relating to the new search route setting request (Request 5 in FIG. 9) (b in FIG.
  • the computer 3 a gets access to the address in the address region assigned to user information (b in FIG. 18) relating to the user identified by the processing shown in b of FIG. 9 to store and update a route node connection table (i in FIG. 18) which defines the new search route relating to the search route setting reservation operation in the user station 2 A (d in FIG. 9 ). The computer 3 a then immediately transfers the route node connection table (i in FIG.
  • the computer 3 a gets, in the user data base shown in FIG. 18 (a in FIG. 18 ), access to an address in an address region assigned to user information (b in FIG. 18) relating to the user identified by the process b shown in FIG. 9, to read a route node connection table (i in FIG. 18) presently stored in the user station 2 A, in other words, a route node connection table which defines a search route relating to the previous search route setting reservation operation in the user station 2 A (g in FIG.
  • the new search route setting request response process terminates (f in FIG. 9 ).
  • the computer 3 a having jumped to the sub-routine process c shown in FIG. 9, first starts the sub-routine process for the judgement of success or failure of a new route, that is, the judgement whether or not the new search route is reasonably established in the light of the route logic constraints (a in FIG. 10) and gets access to an address by the process b shown in FIG.
  • This sub-routine further involves getting access to the address region of a background map information data base (f in FIG. 18) common to all the user stations to read a node connection table of a background route as the background route information (g in FIG. 18) to be an object for setting reservation according to the search route setting reservation instruction operation in the user station 2 A (b in FIG. 10 ).
  • the computer 3 a judges if a new search route is a part or the whole of the subject background route read in the process of FIG. 10 b (c in FIG. 10 ). If the judgement result is “Yes” and the new search route is a part or the whole of the subject background route, the computer 3 a judges if the new search route includes a present node of the character team read in the process b in FIG. 10 (d in FIG. 10 ). If the judgement result is “Yes”, the new search route is established reasonably in the light of the route logic constraints (e in FIG. 10 ). The computer 3 a terminates the sub-routine process and proceeds to the process d in FIG. 9 . On the other hand, even if the judgement result of process c in FIG.
  • the computer 3 a terminates the sub-routine and proceeds to the process g in FIG. 9 .
  • the computer 2 a which receives the response during the time (response 5 Y 5 N in FIG. 9) via the network 1 further receives and processes a route node connection table defining a new search route or a route node connection table defining a search route relating to the previous route setting reservation operation (g in FIG. 7 ), displays a new search route received and processed thereat or the previous search route on the image plane of the display device 2 e (h in FIG. 7 ), and terminates the search route setting reservation process (i in FIG. 7 ).
  • the computer 2 a in the user station 2 A executes various processes shown in FIG. 7 in accordance with the flowchart of FIG. 7, and the computer 3 a in the game management station 3 executes various processes shown in FIGS. 8, 9 and 10 in accordance with the flowcharts of FIGS. 8, 9 and 10 to thereby realize player character encountering event candidate reservation means E shown in FIG. 1 .
  • a player operating a suitable one out of a plurality of user stations is opposed to an opposite player operating another suitable user station out of a plurality of user stations through a single game management station 3 , and therefore, with respect to the other suitable user station, opposite character encountering event candidate reservation means F is realized by the execution of equivalent program processes in similar fashion to the case of player character selection reservation means already described.
  • a periodical process executed every fixed period of time as a character encountering period in the computer 3 a in the game management station 3 now will be described.
  • the periodical process executed every fixed period of time termed herein is a periodical process executed every character encountering time appearing every character encounter period fixedly or variably preset during a period of game time. Therefore, the execution of such a periodical process is realized in software within the computer 3 a , or is started such that the computer 3 a begins to operate a program in response to the start instructions every fixed period of time as a character encountering period defined by a period settable timer 3 h mounted in hardware outside the computer 3 a.
  • FIG. 11 shows a flowchart of a frame of such periodical processes.
  • the computer 3 a which started a periodical process (A in FIG. 11) executes a character selection process for realizing player character selection means C and opposite character selection means D shown in FIG. 1, then executes an encountering event decision process for realizing player character encountering event decision means G and opposite character encountering event decision means H shown in FIG. 1 (B in FIG. 11 ), and executes a simulation game operation process for realizing player character simulation game operation means I and opposite character simulation game operation means J (c in FIG. 11) to terminate the periodical processes (B in FIG. 11 ).
  • the computer 3 a which started the node advancing process, first pays attention to a user identification code of the first user station (b in FIG. 13) in an attempt to sequentially process all the identification codes for separately specifying all the user stations 3 a gains computer access to an address in an address region assigned to user information (b in FIG. 18) relating to the user station of the user identification code to which attention is paid in the user data base (a in FIG. 18) shown in FIG. 18 .
  • the present search route i in FIG. 18
  • the computer 3 a updates and stores the first node of the search route (i in FIG. 18) as a node at the present spot (j in FIG. 18) (c in FIG. 13 ).
  • the computer 3 a executes a circular advancing process in which the node connection table of the search route (i in FIG. 18) is read, the first node on the route is deleted, and the same node as the first node deleted is added to one end to store and update the node connection table (i in FIG. 18) of the search route accompanied by the first node for specifying the present spot in the next periodical processes (d in FIG. 13 ).
  • the computer 3 a pays attention to the next user identification code while sequentially advancing the user identification codes (f in FIG. 13) till the updating and storing process of the node connection table (i in FIG. 18) of the present search route as described and the updating and storing process of a node at the present spot (j in FIG. 18) on the route are executed to finish (e in FIG. 13 ).
  • the computer terminates the node advancing process (g in FIG. 13) when the updating and storing process is executed to with respect to all the user identification codes (g in FIG. 13 ).
  • the computer 3 a sequentially gets access to an address in an address region assigned to user information (b in FIG. 18) to read a node at the present spot (j in FIG. 18) on the present search route (i in FIG. 18) with respect to all the identification codes for separately specifying the user stations, and lists or brings up the user identification codes of the user stations occupying each node at the present spot to read the present character and position reference table (e in FIG. 18) corresponding to the user identification codes listed or brought up to prepare an inverted file. Accordingly, there can be retrieved from each node of the present spot (j in FIG. 18) the present character and position reference table (e in FIG. 18) occupying the node at that spot and there is specified a pair of character and position reference tables for a pair of character teams occupying the node at the present spot.
  • the computer 3 a which started the character encountering process (a in FIG. 14) gets access to an address region of a background map information data base (f in FIG. 18) common to all the user stations in advance to read a specific background route information (g in FIG. 18) to be an object for search route setting reservation.
  • the computer 3 a then sequentially executes the process for every node on the background route with respect to all the nodes (b in FIG. 14 ).
  • the present character and position reference table e in FIG. 18
  • the present character and position reference table occupying the node as a node at the present spot is retrieved by means of the inverted file to list or bring up all the character and position reference tables (e in FIG.
  • the computer 3 a judges if the character and position reference tables listed or brought up by the process (c in FIG. 14) are two, that is, not less than a pair of teams (d in FIG. 14 ). In the case where the judgement result is “No” and there is not reached a pair of teams, opposition is impossible in the game. Therefore, the node to which attention is paid on the background route is advanced, and the processing with respect to the next node (e in FIG. 14) is executed (b in FIG. 14 ). On the other hand, in the case where the judgement result (d in FIG.
  • the computer 3 a having executed a series of character encountering processes (a to f in FIG. 14) as described above shifts to the simulation game operation process (g in FIG. 14) and jumps to the sub-routine process shown in FIG. 15 .
  • FIG. 19 illustrates a display image plane (d in FIG.
  • FIG. 7 on which a display device in the user station collectively displays a background map A common to the user stations, a background route B common to the user stations superposedly depicted on the background map, a search route C properly selected by every user station as a part or the whole of the background route, and a node D at the present spot of 14 station as a part or the whole of the background route, and a node D at the present spot of 14 teams of characters relating to the user station in order to carry out the search route setting reservation process in response to the search route setting reservation instruction operation as the player character event candidate reservation instruction operation by means of a mouse or the like.
  • FIG. 1 when attention is paid to a suitable other user station out of a plurality of user stations, FIG.
  • the selection, as a search route, of a look-like portion designated by the connecting relations of node 20 -node 21 -node 22 -node 27 -node 32 -node 31 -node 30 -node 25 -node 26 -node 20 are shown by the bold line in the figure.
  • the selection, as another search route, of a loop-like portion designated by the connecting relations of node 17 -node 23 -node 22 -node 21 -node 20 -node 16 -node 11 -node 7 -node 12 -node 17 are shown by the bold line in the figure.
  • the present spot of one team of characters relating to the user station advances on each node on one search route every character encountering time from a start spot suitably designated, for example, from the node 20 so as to depict a loop, for example, a loop of node 20 -node 21 -node 22 in designated order on one search route on the display image plane of FIG. 19 .
  • the present spot of another team of characters relating to the user station advances on each node on another search route every character encountering time from a start spot suitably designated, for example, from the node 17 so as to depict a loop, for example, a loop of node 17 -node 23 -node 22 in designated order on another search route on the display image plane of FIG. 20 .
  • the present spot of each team of characters reach the common node 22 on the separate search routes on the display image plan of FIG. 19 as well as the display image plane of FIG.
  • the same present spot on the node 22 of other search routes may be occupied by other teams of characters in other user stations. In this case, however, two opposed teams are selected from three teams by the random number process as previously mentioned.
  • the following simulation game operation process is executed by the above-mentioned character encountering process. That is, the computer 3 a having started the simulation game operation process (a in FIG. 15) first sequentially gets access to the address in an address region assigned to user information (b in FIG. 18) relating to user stations of separate user identification codes in the user data base (a in FIG.
  • the position and character reference table (e in FIG. 18) for specifying the organization of the present team of characters stored in the user data base (a in FIG. 18) corresponding to the user identification code in each user station is constituted, for example, as shown in e 1 of FIG. 18 . That is, in e 1 of FIG. 18, one “vehicle” character is characterized by the maximum character carrying capacity (MAX) and the durable force (HP), and eight “creature” characters other than the “vehicle” character as described are characterized by the weight (SIZE), the durable force (HP), the attack force (AP) and the quickness (AGI) as the attack order.
  • MAX maximum character carrying capacity
  • HP durable force
  • AGI quickness
  • the “creature” characters up to 8 are carried on one “vehicle” character under the limitation that the total weight (SIZE) of the 8 “creature” characters does not exceed the maximum character carrying capacity (MAX) of the “vehicle” character.
  • the 8 “creature” characters occupy, as battle positions, positions of “left-upper”, “upper”, “right-upper”, “left”, “right”, “left-lower”, “lower”, and “right-lower” which are three plane arrangements (positions) per side so as to surround one “vehicle” character which occupies a center position as shown in FIG. 21 .
  • the constitution of the character and position reference table as described is similar for the present character and position reference table (d in FIG.
  • the table of a group of effective characters (c in FIG. 18) is constituted by a table of the holding number of every kind of the “creature” characters and the holding number of every kind of the “vehicle” characters, for example, as shown in c 1 in FIG. 18 .
  • the group of characters is sorted to select the attack preference “creature” character paying attention to the quickness (AGI) in the character and position reference table (e 1 in FIG. 18) for a pair of teams.
  • the group of characters may be sorted to select the attack preference “creature” character paying attention to the position itself in the character and position reference table (e 1 in FIG. 18 ), that is, the attack order depending on the position.
  • attack preference “creature” character when one attack preference “creature” character is decided by the above process (c in FIG. 15 ), supposing the attack preference “creature” character occupying the corresponding position in the team opposed with respect to the battle position of the attack preference “creature” character decided, for example, the “right” position of the team organized by player characters out of a pair of teams opposed, the computer 3 a then judges if the corresponding “creature” character occupying the “right” position for the team organized by opposite characters is arranged thereat (d in FIG. 15 ). In the case where the judgement result (d in FIG.
  • the attack force (AP) in the character and position reference table (e 1 in FIG. 18) relating to the attack preference “creature” character is subtracted (e in FIG. 15) from the durable force (HP) in the character and position reference table (e 1 in FIG. 18) relating to the corresponding “creature” character arranged thereat, and reduced and extinguished till the durable force (HP) in the character and position reference table (e 1 in FIG. 18) relating to the corresponding “creature” character is 0 , at which time, with respect to the corresponding “creature” character, an arrangement thereof on the corresponding battle position in the simulation game operation process is erased (f in FIG.
  • next attack preference “creature” character (which may be a “creature” character for a team organized by opposite player characters) is then decided and the above process is continued with respect to all the attack preference “creature” characters, in other words, all the “creature” characters for a pair of teams opposed (c in FIG. 15 ).
  • the judgement result (d in FIG. 15) is “No”, and the “creature” character is not arranged in the corresponding battle position, or the arrangement thereat is erased (f in FIG. 15 )
  • the attack force (AP) in the character and position reference table (e 1 in FIG. 18) relating to the attack preference “creature” character is subtracted (g in FIG.
  • the computer 3 a gets access to a separate address region of the user data base corresponding to the user identification codes of both teams in a similar manner to store and update (j in FIG. 15 ), as a battle progress table, the battle progresses on the battle progress table (k in FIG. 18 ), that is, the progress in which the durable force (HP) of the “creature” character at the corresponding position reduces by the subtraction process (e in FIG. 15) of the attack force (AP) of the attack preference “creature” character executed one by one of the attack preference “creature” characters in a pair of teams opposed, and the progress in which the durable force (HP of the corresponding “vehicle” character at the corresponding position reduces by the subtraction process (g in FIG.
  • the character encountering process in the encountering decision process is also terminated (h in FIG. 14 ).
  • the simulation game operation processes (g in FIG. 14) and a to k in FIG. 15) connected to a series of encountering event decision processes arc executed to thereby realize player character simulation game operation means I and opposite character simulation game operation means J in FIG. 1 .
  • the associated processes are executed in co-operation with the core process in c in FIG. 15 to thereby realize attack preference player character decision means and attack preference opposite character decision means, the associated processes are executed in co-operation with the core process in e in FIG.
  • a computer 2 a in a user station 2 A executes a program to execute a series of jobs on the user station side in connection with the simulation display process for displaying and confirming the results of the simulation game on the user station 2 A side. That is, the computer 2 a having started the simulation display process (a in FIG. 16) transmits to the game management station 3 via a network a transfer request by which the contents of a battle progress table (k in FIG.
  • the computer 3 a in the game management station 3 starts the transfer request response process of the battle progress table and the battle result table as the job on the game management station 3 side for the simulation display process (a in FIG.
  • the computer 2 a in the user station 2 A displays the number of victories and/or defeats of the battle progress table and the battle result table transferred on the image plane of the display device 2 e (c in FIG. 16) to terminate the job on the user station side of the simulation display process (d in FIG. 16 ).
  • the processes a to d in FIG. 16 and the processes a to e in FIG. 17 are executed to realize player character simulation display means k and opposite character simulation display means L and also realize player character battle result counting means and the opposite character battle result counting means.
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